![]() Quick! Think of a powerful 3rd level spell in 5th Edition Dungeons and Dragons (D&D). A spell that deals out lots of outsized damage and is flexible enough to really get your adventuring party out of a jam. If you thought of the arcane Fireball spell your on the right track. While this aura lasts, you can cast Restore Vitality as a bonus action to heal yourself or nearby allies.Deal out lots of damage with the arcane Fireball spell or be selective without blowing up the whole room with the divine Conjure Animals Spell. You regain half as many hit points as hit points as the damage they take.įor 10 turns, you can use Vampiric Touch again without expending an additional spell slot. Touch an enemy to syphon their life force. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their Movement Speed is halved.Ĭreate a cloud of gas so nauseating it prevents creatures from taking actions. Skeletons and creatures killed with Acid, Fire, Lightning, Necrotic, or Radiant damage no longer have a mouth and can't be made to talk using this spell.Ĭall forth spirits to protect the area around you. Grant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions. They won't get far, they can't do much, and they're easier to hit. They return to life with 1 hit point.Ĭall forth a storm that disrupts the Concentration of spellcasters, douses fires, and creaates an ice surface.Īlter time around up to 6 enemies to Slow them. Touch a creature or object to remove all Curses and Hexesaffecting it. Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. Creatures moving through the weeds have their Movement Speed quartered. Make weeds burst from the ground and smother the area. They cannot move or act.Īfter the arrow hits, smaller bolts snake out from the target toward nearby creatures.Ĭall forth a blast of lightning that hits all creatures in the line of the eruption.Ĭall out words of restoration to heal up to 6 creatures. ![]() Hypnotise creatures that can see the pattern. The area is Difficult Terrain and creatures within are Blinded. Creatures ending their turn in the area possibly take 2d6 Acid damage. ![]() When the condition ends, become Lethargic.Ĭreate a sphere of cold blackness, teeming with unknown horrors.Ĭreatures starting their turn in the take 2d6 Cold damage. Target yourself or an ally to become Hastened: gain an action, become faster and harder to hit. Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy.īestow the ability to Fly upon yourself or an ally. While transformed, the target won't be able to attack, cast spells, or talk. It can't fall, and fits through small openings. Transform yourself or an ally into a tiny gas cloud. Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.īestow you or an ally with the ability to Fly. The Ally becomes Resistant to all damage except psychic damage, and disease and poison no longer have any effect. Put an ally in a protective, magical coma deep enough to imitate death. They will be easier to hit and cannot move. Project an image so frightening it makes targets drop everything and become Fearful. It receives a +1 bonus to Attack Rolls, and deals an additional 1d4 damage of your choice.ĭruid (Optional), Paladin, Ranger (Optional) Thei weapon attacks deal an additional 1∼4 Radiant damage.Įnchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. Radiate a holy power that emboldens nearby allies. If it is higher, you must succed a Check to nullify it, the difficulty of which is based on the spell's Level. Nullify another creature's spell as a reaction. Then for 10 turns, you can call down lightning again without expending a spell slot.Ĭhannel your weapons essence into a destructive, widespread volley. Lightning strikes all targets within range. ![]() While there, you can't be harmed or seen in this world. On 11 or higher, you vanish into the Ethereal Plane. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions.Įvoke a heavenly flare, and possibly Blind your target.Īt the end of your turn, roll a d20. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws.Ĭurse a creature with your touch. Your allies will regain the maximum hit points possible when healed. The target must be a Medium or Small corpse.
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